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Recrafted Moves

Bring your player to life with first- and third-person animations, stamina-based melee moves, dodges, parries and parkour.
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Recrafted-Moves-forge-1.20.1-1.3.5.jar

File namerecrafted-moves-1.3.5.jar
Uploader
FitalsFitals
Uploaded
Nov 7, 2026
Downloads
141
Size
1.2 MB
Mod Loaders
Forge
File ID
9501088
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recrafted-moves-1732590:9501088")

Learn more about Curse Maven

What's new

Recrafted Moves — v1.3.5 Changelog

Highlights

  • Contextual sitting, lounging & full Sitting+ compatibility. 19 procedural sitting, perching, bed-lounging, fire-warming and weapon/tool-resting poses on the Sit key (X), right-click on bottom stairs and slabs to sit, smooth 0.45s cross-fading when cycling poses, first-person eye lowering with seated lap hands and splayed legs, AFK auto-sit, and full two-way compatibility with Sitting+ (fixing its 2.0.5 AFK loop bug and bridging its network channel).
  • Input ergonomics, key compression & hotbar / held-item move gating. Trigger dodges, kicks and shoves directly from your Guard stance (RMB or Parry), share a single key between Kick and Shove, double-tap W/A/S/D to dodge, and selectively pause Recrafted combat inputs on specific hotbar slots ([1]..[9]) or while holding magic / special modded items (Iron's Spells, SlashBlade, Ars Nouveau, wands, staves, spellbooks).
  • Pre-GUI chest searching lead-in & visible first-person hands. Opening a container first plays a 1.15s two-handed lid lift and initial searching choreography in the un-dimmed world (in both 1st and 3rd person, even when holding items in both hands) before the container GUI smoothly appears; clicking, pressing any key, or taking damage skips straight to the GUI without accidentally clicking hidden slots.
  • Two-phase Stealth Takedowns (Grab → Execute). Sneaking behind an unaware mob and pressing Kick (R) or Shove / Grab (G) physically grabs, silences, stuns and pins the target in a rear chokehold (0.00s..0.58s) before delivering the finishing strike at 0.58s in both 1st and 3rd person.
  • Two-footed Airborne Dropkick (Moves.FLY_KICK). Sprint + Kick launches a horizontal mid-air two-footed dropkick (-72° body pitch, both boots planted forward into the target's chest in 3rd person, and both legs thrusting side-by-side in 1st person with a back-drop landing roll and self-launch fall absorption).
  • 4-Way Combat Slide-Dodge & Reactive Enemy-Attack Reflex Slide (Moves.DODGE). Dodge in any of 4 directions (Left / Right / Backward / Forward) as a low ground combat slide (0.6m hitbox height in all 4 directions, 1st-person camera dip and visible sliding leg + support hand, 3rd-person directional knee/side slide with dust particles and leather slide sound). When an enemy or projectile is attacking you (MoveServer.hasIncomingThreat), dodging triggers a Reactive Reflex Slide-Dodge (dir = 20..23, 12 stamina, 10 i-frames, 26-tick counter window, directional threat chevron around the crosshair, and attacker off-balance stumble on melee miss), even while sprinting forward.
  • Tiered Skill Tree & Technique Mastery (Rank I..V). The Martial Progression screen (K) organizes all 12 techniques into Tier I — Core & Footwork through Tier IV — Master Techniques with connecting tree lines, and every unlocked technique automatically levels up through Mastery Ranks I–V (+5%..+25% damage, -4%..-20% stamina cost) as your Martial Level rises.
  • Full DualWielding Compatibility & Native Dual-Wielding / Offhand Ranged Combat. Attack alternately with two melee weapons/tools (LMB mainhand + RMB offhand) with independent offhand attack speed, damage, enchantments, sweeping edge, critical hits, invulnerableTime handoff, and a 16×2 offhand cooldown HUD bar below the crosshair; raise a Twin-Blade Cross-Guard (X-Block) in 1st and 3rd person on Parry (R) or Sneak + RMB; draw an Offhand Bow while holding a mainhand sword (with 1st-person low-guard tuck and 3rd-person reverse-grip forearm tuck); and integrate seamlessly with the external DualWielding (dualwielding) mod when installed.

Server and client must both run 1.3.5 (network protocol 6). Clients without the mod can still join.


1. Contextual sitting, lounging & Sitting+ compatibility

  • 19 procedural sitting, perching, lounging & resting poses (SitAnim):
    • Chairs, stairs, slabs & cliff edges (4 poses): relaxed seat with swinging feet (P_CHAIR_RELAXED), crossed legs (P_CHAIR_CROSSED with folded forearms across the chest), reclined lounge (P_CHAIR_LOUNGE with arm draped along the top of the backrest), and elbows-on-knees lean-in (P_CHAIR_ELBOWS). Automatically turns your body to face outward from a stair backrest (StairBlock.FACING) or toward a cliff drop-off, drops your pelvis flush onto the 0.5 stair step, and recomputes the seat anchor every tick during the step-in transition.
    • Ground sitting (4 poses): cross-legged lotus (P_GROUND_CROSS), hands braced behind (P_GROUND_LEAN_BACK), hugging knees to chest (P_GROUND_HUG_KNEES), and seiza kneeling (P_GROUND_KNEEL), with separated boot geometry above the turf.
    • Warming at a fire (1 pose): rubbing and holding palms toward a nearby lit campfire, furnace, smoker, blast furnace or fire block (P_WARM).
    • Fence & wall perching (2 poses): balancing directly on the visual 1.0-block top of a fence post or stone wall (FenceBlock / WallBlock) with hands steadying the post beside the hips (P_PERCH_BALANCE) or forearms resting on knees (P_PERCH_CROUCH).
    • Bed lounging (3 poses): propped against the pillow with an ankle crossed (P_BED_BACK), stargazing with hands folded over the chest (P_BED_STARGAZE), and side-lying propped on one forearm (P_BED_SIDE), centered along the two-block bed so the head rests on the pillow and boots reach the foot of the blanket.
    • Weapon & tool rests (5 poses): knight's two-handed vertical sword plant (P_SWORD_PLANT), horizontal blade across the lap (P_SWORD_REST), over-the-shoulder axe rest (P_AXE_REST), two-handed vertical shovel/pickaxe/hoe handle lean (P_TOOL_LEAN), and seated dock fishing (P_FISHING), pivoted around the exact vanilla hand grip ((±1/16, 0.625, -0.125)). Automatically adapts to a regular seated pose if you unequip or switch away from the weapon while sitting.
  • Controls & interactions:
    • Sit / cycle pose key (X): press X to sit immediately in the best pose for your seat, surface, nearby fire or held item; tap X while sitting to smoothly cross-fade (0.45s) through context-compatible poses; hold X (or move / jump / press Shift / open a container) to stand up; breaking or replacing the seat block underneath, getting pushed off the seat, catching fire, or getting stunned immediately cancels sitting.
    • Right-click stairs & slabs (sitOnRightClick): right-click a bottom stair or bottom slab with an empty hand to step onto the seat and sit down.
    • First-person sitting: lowers the first-person camera eye height to match your seated pelvis, suppresses duplicate vanilla neck/torso rendering, and renders both hands resting on your lap and splayed legs/boots when looking down.
    • AFK auto-sit (afkSit, afkSitSeconds): optional idle timer (Off, 30s, 60s, 120s, 300s) that sits your character down when standing still (guarded against triggering while holding Guard, prone, sneaking, burning, stunned, or under incoming attack threat) and stands back up on any input.
  • Full Sitting+ (sittingplus) compatibility:
    • Detected in AnimCompat and listed in the compatibility screen alongside PlayerAnimator.
    • Automatically neutralizes Sitting+ 2.0.5's broken AFK-sit check (now - delay < now) and undoes its AFTER_SKY camera offset when Recrafted owns sitting.
    • Shares the X keybind cleanly and bridges pose selection (1:1 mapping across all 20 Sitting+ animation IDs) to SittingPlusNetworking.CHANNEL.

2. Input ergonomics, key compression & hotbar / item move gating (Settings → "Controls & hints")

  • Guard combos (guardChords): trigger dodges, kicks and shoves directly from your Guard stance (RMB or Parry key) so you don't need separate left-hand keys for them (Guard + A/S/D + Jump = Guard dodge/weave; Guard + Attack = Kick/Shove; Sneak + Shield + Attack = Shield Bash).
  • Smart key sharing: bind Kick and Shove to the same key in Controls to automatically dispatch Shove / Shield Bash / Uppercut while guarding/blocking and Kick otherwise.
  • Double-tap WASD dodge (doubleTapDodge): double-tap W, A, S or D on the ground to dodge (Off, In combat only, Always), guarded against misfiring while eating food, drinking potions or drawing a bow.
  • Hotbar slot toggles (hotbarMoveMask, slots [1]..[9]) & Held-item move gating (itemMoveGate, disabledMoveItems, #recrafted_moves:moves_disabled): pause Recrafted combat keys on selected hotbar slots or while holding magic / modded special items (Iron's Spells, SlashBlade, Ars Nouveau, spellbooks, wands, staves, or non-weapons) so shared keys pass straight through to other mods, draining queued KeyMapping clicks while gated so switching back to a weapon slot never misfires a buffered move.
  • Settings UI polish: suppressed unsolicited hover tooltips before mouse movement and clipped partially visible buttons at the top and bottom borders of the scroll viewport in PlayerAnimScreen.

3. Pre-GUI chest searching lead-in & first-person rummaging

  • World searching lead-in (1.15s): opening a chest first plays the two-handed lid lift and initial searching choreography in the un-dimmed world (in both 1st and 3rd person) before the inventory screen smoothly fades in.
  • Safe lead-in skip & blocked-container check: clicking any mouse button (after a 0.15s bounce guard), pressing any key, or taking damage during the lead-in reveals the container GUI immediately while canceling the underlying container slot click/hotkey swap so hidden slots are never clicked blindly; right-clicking an obstructed chest, ender chest or shulker box no longer triggers a false opening animation.
  • Both hands visible & clean 3rd-person preview: even when holding items in both hands, both hands participate during the opening and initial rummaging phase before the held-item hand steps aside for the open container screen, the first-person shoulder rig is elevated into clear view below the container window, and held weapons are cleanly hidden in the 3rd-person live chest preview while rummaging.

4. Two-phase Stealth Takedowns & Two-footed Airborne Dropkick

  • Stealth Takedowns (Grab → Execute): sneaking behind an unaware mob and pressing Kick (R) or Shove / Grab (G) triggers a two-phase stealth takedown — physically grabbing, silencing, stunning and pinning the mob in front of you in a rear chokehold (0.00s..0.58s, with wall-collision protection and clean interruption if stunned or knocked out of range), then executing the finishing strike at 0.58s without self-penalizing knockout stun diminishing returns. Unified client HUD (« Stealth Takedown ») and server target validation (StealthServer.canTakedown, 3.4m range, 0.45 cone, boss/giant exclusion).
  • Two-footed Airborne Dropkick (Moves.FLY_KICK): Sprint + Kick launches a full horizontal mid-air two-footed dropkick (-72° body pitch, both boots planted forward into the target's chest in 3rd person, and both legs thrusting side-by-side in 1st person with a back-drop landing roll), with server groundCoyote parity and 1.8-block self-launch fall absorption.

5. 4-Way Combat Slide-Dodge & Reactive Enemy-Attack Reflex Slide (Moves.DODGE)

  • Ground Slide Physics (0.46s): replaces the old upward hop (vy = 0.16) with a continuous 8-tick ground friction slide (0.68..0.78 -> 0.16..0.20 blocks/tick, vy <= -0.02) across all 4 directions (Left, Right, Backward, Forward), shrinking hitbox height to Pose.SWIMMING (0.6m) in every direction so you can slide under 1-block gaps and horizontal swings, and extinguishing fire.
  • Reactive Enemy-Attack Reflex Slide-Dodge (dir = 20..23): MoveServer.findIncomingThreat detects incoming projectiles (<= 8.5m heading toward you) and attacking/lunging/aiming enemies (<= 4.8m melee windup/aggro lunge/creeper swell, or <= 14.0m bow/crossbow aim). Dodging during an incoming threat activates Reflex Slide-Dodge (12.0 stamina cost instead of 15.0, 10 ticks of i-frames instead of 8, 26-tick counter window, and overrides slow Sprint + W + Dodge parkour roll with a fast forward combat slide), renders a directional threat chevron around the crosshair, and makes melee attackers stumble off-balance (14-tick stun + forward lunge) when they miss into your slide i-frames.
  • Full Offensive Follow-Up Chaining, Counter-Strike Bonus & Crouch-Slide Input: Moves.canChain allows chaining out of DODGE into any offensive strike (Kick, Fly Kick, Sweep, Shove, Uppercut, Roundhouse, Slide, Boxing), landing a melee weapon swing or follow-up move during the counterUntil window after a Reflex Slide-Dodge or Perfect Dodge deals +25% Counter-Strike damage with bonus daze and sparks (even before Riposte or Uppercut are unlocked in Progression mode), doubleTapDodge supports W / A / S / D, and Crouch + W/A/S/D + Dodge performs a directional Slide-Dodge instead of toggling Prone.

6. Tiered Skill Tree & Technique Mastery (Rank I..V)

  • 4-Tier Skill Tree (ProgressionScreen, key K): organizes all 12 combat and parkour techniques into Tier I — Core & Footwork through Tier IV — Master Techniques with connecting prerequisite lines and scrollable tier layout.
  • Technique Mastery (Rank I..V): every unlocked technique automatically levels up through Mastery Ranks I–V (+5%..+25% damage via MoveProgression.moveDamageScale, -4%..-20% stamina cost via MoveProgression.staminaCostScale) as your Martial Level rises. Fixed persistent last_sync tick comparison after relog/respawn.

7. DualWielding Compatibility & Native Dual-Wielding / Offhand Ranged Combat

  • Alternating Twin-Weapon Combat (LMB + RMB): holding a melee weapon or tool (SwordItem, AxeItem, DiggerItem, #recrafted_moves:blades) in MAIN_HAND and a melee weapon/tool with UseAnim.NONE in OFF_HAND (MoveServer.isDualWielding) unlocks right-click (RMB) offhand slashes (MovePackets.OffhandAttack, packet id = 18) while keeping block interactions (doors, chests, tilling, stripping, pathing) intact when aiming at blocks within reach.
  • Independent Offhand Combat Math & invulnerableTime Handoff: MoveServer.offhandAttack computes attack speed and damage directly from the OFF_HAND stack's EquipmentSlot.MAINHAND attribute modifiers (while excluding any mainhand weapon modifiers), applies offhand Sharpness/Smite/Bane of Arthropods, Fire Aspect, Knockback, Sweeping Edge, critical hits, shield-disabling on offhand axe hits (canDisableShield), Stealth Backstab blade bonuses (2.65×), Counter-Strike window bonuses, durability wear on InteractionHand.OFF_HAND, and Martial Progression XP, and clears target invulnerableTime when alternating between mainhand and offhand strikes (lastMainhandHitTarget / lastOffhandHitTarget).
  • Twin-Blade Cross-Guard (X-Block): MoveServer.canWeaponGuard permits guarding, parrying, and riposting while dual-wielding; plain RMB performs offhand attacks while Parry (R) or Sneak + RMB raises a Twin-Blade X-Guard in both 1st person (PlayerAnim.first) and 3rd person (CombatPose3.bladeOffhand with live offhand blade direction vector O_B).
  • First- & Third-Person Offhand Slashes, Trails & Cooldown HUD: SwingIntent.local classifies RMB offhand weapon swings at air or combat targets as SwingIntent.COMBAT instead of calm reach (swingKind = 10), PlayerClient.renderHand (with equip-drop suppression on combat swings) and PlayerFx.sampleThird render full offhand combat slashes with camera kick and aligned blade trails, and a 16×2 offhand charge bar renders beneath the crosshair while recharging.
  • Offhand Bow + Mainhand Sword: holding a Sword in MAIN_HAND and a Bow in OFF_HAND allows right-clicking to draw and fire the offhand Bow (PlayerAnim.bow3 uses in.useLeft when in.drawT >= 0.0F), smoothly tucking the mainhand sword in 1st person and flipping it into an outward reverse-grip forearm tuck in 3rd person (RecraftedPlayerModel.translateToHand).
  • External DualWielding (dualwielding) Mod Integration: AnimCompat detects dualwielding (net.dualwielding.access.PlayerAccess), reads its offhand attack scale reflectively (getOffhandAttackStrengthScale), yields packet dispatch and HUD bar rendering to DualWielding when present, and lists "DualWielding" in the compatibility screen.

8. Technical & Verification

  • Network protocol 6: sitting poses (16..34), Guard Slip & Weave (dir = 10..13), and Reactive Reflex Slide-Dodge (dir = 20..23) pack into existing MovePackets.Emote and MovePackets.Sync / Intent byte fields, and MovePackets.OffhandAttack is registered at id = 18.
  • Full EN / RU localization: all new sitting, input ergonomics, item gating, chest lead-in, stealth takedown, dropkick, 4-way slide-dodge, skill tree mastery, and dual-wielding strings are localized in both en_us.json and ru_ru.json.
  • Automated unit & live in-game verification: JUnit test suite (EmoteAnimTest, ParkourAnimTest, MoveProgressionTest, MoveTogglesTest, RummageAnimTest, RummageDiffTest, SwingIntentTest, etc.) and live client-server self-tests (gradlew runClient -PselfTest -PselfTestOnly=v135 12/12 checks + gradlew runClient -PselfTest -PselfTestOnly=commenter 14/14 checks + visual inspection captures) pass with zero errors.

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